![]() This makes for dead levels, but of course you can just stick more Glitterdusts, Hellfire rays, etc. ![]() Elementals are kind of crap because of all the damage reductions. Non-evil summoners also have a bit of an issue in that the only useful summons are Bralani Azatas and Monadic Devas. I found I mainly used them just to body block enemies you don't want to be anywhere near rather than as a normal everyday part of combat. Summoning feats are also pretty good, but skippable. All in all, fun, reasonably effective, but he was clearly the least essential member of the team. Also, Mythic Vital Strike can waste lot of damage, and getting only one attack per round also means a lot of good scaling options don't really apply (Flawless Attacks, for instance). Rowdy gets all the VS stuff earlier, but 11 levels at 3/4 BAB really hurts a One Giant Hit playstyle. Swift Action study adds a ton, but you won't get it until way too late in the game. I'd also prefer to build a Vital Striker out of Slayer alone rather than Rowdy, and I'd probably want Reach. A regular sword-and-shield Slayer build would probably have been more useful in the grand scheme of things. (But yes, there's a lot of True Seeing in the game). There's a cloak in the game that grants Improved Invis on a kill, which really helps. Also, committing to Vital Strike probably means you're going 2H (I used a falchion), and that made him pretty squishy. That said, Greybor is the wrong choice for this, because slow-ass dwarf walking works against the mobility that the archetype likes. I had Greybor doing about 350 dmg on a regular Vital Strike and critting for anywhere between 700-1000. Walk up, swift action Study (eventually), massive vital strike. Other stuff (modded respecs, so note that some of this is not going to be available if you don't go that route): This is also true of the cloak's Slow aura. The maluses that your Gazes apply to enemies are obviously lovely when they work, but saving throws negate, so they probably won't stick on anything relevant. You can eventually use more gazes in one fight, but you can't cast them at once, so in a lot of cases you essentially won't have time to actually make use of that before the fight ends. ![]() ![]() At endgame, you're giving your whole party an untyped +5 to-hit or +4C CL. Offensively, the Bane is strong, but +Attack Gaze and +Caster Level gaze are the real standouts. It's amazing how many scary monsters this completely negates, especially with the extra abilities difficulty toggle switched on. You get complete mental immunity for yourself (pretty quickly) and for your whole party pretty much right off the bat in Act 5. Several of the best spells are Swift speed only, which further complicates your turns. You have great spells and abilities, including bad-stuff-only Dispels, immunities, etc. The highlights: it's a defensive monster. A Reach midliner of some stripe might be ideal, and pets are good because auras love company. As a longbow archer, I found I frequently had to choose between repositioning and full attacks. It may also best to play a class that wants to be in the thick of things, because your gazes and your cloak aura all work at 30 feet. Even with the Inquisitor, take a class that trades in Judgment for something else. The one thing I would say is that you want to have your Swift Actions free - any class that wants to do a bunch of things at Swift speed will find there's never really a time to do that. On paper, it doesn't have much synergy with anything other than Inquisitors, but in practice it's really good. ![]() The path itself is extremely powerful and largely self-contained. So, Aeon is really worth playing, but it's probably ideal as a subsequent playthrough. ![]()
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